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− | ====LightFlag==== | + | ====Level Flag==== |
| + | {{Template:Level_Flags}} |
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| + | ====Light Flag==== |
| {{Template:Light_Flags}} | | {{Template:Light_Flags}} |
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Revision as of 19:31, 23 December 2012
Constants and Enumerations are common in any game and DoomRL is no exception. Internally, as most programmers are aware, these are integers. But to modders they are all important magic values, looked up here.
Engine Enums
ItemType
Every item has a type that determines how the engine treats it.
TItemType
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ITEMTYPE_NONE
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ITEMTYPE_RANGED
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ITEMTYPE_NRANGED
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ITEMTYPE_ARMOR
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ITEMTYPE_MELEE
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ITEMTYPE_AMMO
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ITEMTYPE_PACK
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ITEMTYPE_POWER
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ITEMTYPE_BOOTS
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ITEMTYPE_TELE
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ITEMTYPE_LEVER
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ITEMTYPE_AMMOPACK
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BodyTarget
Sources of damage must specify a body target to determine which sources of armor are used. Inherent armor bonuses always apply.
TBodyTarget
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TARGET_INTERNAL
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Protection from boots and armor will be ignored.
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TARGET_TORSO
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Protection from armor counts but protection from boots does not.
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TARGET_FEET
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Protection from boots counts but protection from armor does not.
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EqSlot
It is preferred to use the (equivalent) slot constants.
TEqSlot
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EFTORSO
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EFWEAPON
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EFBOOTS
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EFWEAPON2
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StatusEffect
Affects specify one of these status effects that will apply a color scheme to all the tiles on the HUD.
TStatusEffect
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STATUSNORMAL
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STATUSINVERT
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STATUSRED
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STATUSGREEN
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DamageType
Sources of damage usually specify a damage type that determines how the damage regards protection, resistances, gibbing, and other things. For details on the differences between the damage types, look here.
TDamageType
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DAMAGE_BULLET
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DAMAGE_MELEE
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DAMAGE_SHARPNEL [sic]
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DAMAGE_ACID
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DAMAGE_FIRE
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DAMAGE_PLASMA
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DAMAGE_IGNOREARMOR
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AltFire
TAltFire
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ALT_NONE
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ALT_CHAIN
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ALT_THROW
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ALT_SCRIPT
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ALT_AIMED
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ALT_SINGLE
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ALT_WHIRLWIND
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AltReload
TAltReload
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RELOAD_NONE
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RELOAD_SCRIPT
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RELOAD_FULL
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RELOAD_DUAL
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RELOAD_SINGLE
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ExplosionFlag
TExplosionFlag
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EFSELFHALF
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Deals half damage to the active being.
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EFSELFKNOCKBACK
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Gives extra knockback to the active being.
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EFSELFSAFE
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Deals no damage to the active being.
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EFAFTERBLINK
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Blinks the screen after the explosion finishes.
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EFCHAIN
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Causes secondary explosions (as the BFG 9000).
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EFHALFKNOCK
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Causes half the usual knockback.
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EFNOKNOCK
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Doesn't cause knockback.
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EFRANDOMCONTENT
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Transmutes some cells in the explosion to the explosion's content cell; the rules is to transmute when damage is greater than 20.
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Level Flag
Level Flags
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LF_NOHOMING
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Causes homing phase devices to act like normal phase devices.
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LF_UNIQUEITEM
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Used by the level generation code to keep track of whether a unique item has dropped on the current level (in order to prevent multiple uniques from dropping on one level). This flag also causes a level feeling to occur indicating that a unique item is present.
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LF_BONUS
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This flag is automatically set for so-called special levels like Halls of Carnage. (It is not set for those special levels like Hellgate that replace normal levels, only by those reached from red stairs.)
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LF_SCRIPT
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This flag is automatically set for scripted levels, ie levels defined with the level blueprint.
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LF_NORESPAWN
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Prevents the Nightmare! respawn feature.
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LF_NUKED
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This flag is automatically set when the level is nuked.
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LF_NONUKE
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Causes the thermonuclear bomb to have no effect when it is used. It is not respected by other nuke effects.
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LF_ITEMSVISIBLE
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Allows the player to see all items on the level (as with a Computer Map).
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LF_BEINGSVISIBLE
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Allows the player to see all beings on the level (as with a Tracking Map).
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LF_RESPAWN
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Causes monsters to randomly respawn as when playing the game on Nightmare!
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LF_SHARPFLUID
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???
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Light Flag
Light Flags
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LFEXPLORED
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This flag is set for explored cells. It can be modified to create computer map-like effects or Angel of Darkness-like effects.
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LFVISIBLE
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This flag is set for cells in the player's current LOS. This flag is automatically recalculated on every player action. It may be useful to manually modify this flag if LOS needs to be updated more often.
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LFLIGHTED
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This flag is always set on the same cells as LFVISIBLE; both flags must be set for a cell to be visible.
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LFDAMAGE
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This is a bookkeeping flag for shotgun area-of-effect. Cells are set with this flag if they are calculated as in the shotgun blast but haven't yet been processed.
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LFFRESH
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This is a bookkeeping flag for explosions. New corpses are set with this flag to keep them from being immediately destroyed. This flag can also be set to make any cell indestructible, but it may be cleared by the engine.
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LFPERMANENT
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This flag marks a cell as being indestructible.
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LFCORNER
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This flag only exists in debug builds of DoomRL. It identifies a cell that is visible but that enemies will not return fire from, ie, corner shooting.
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LFBLOOD
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This flag marks a cell as being bloody. Bloody cells can only have cosmetic differences.
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LFNOSPAWN
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LFMARKER1
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LFMARKER2
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Constants
Maximums
Maximums
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MAXX |
78
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MAXY |
20
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BOSS_LEVEL |
25
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MAXDEPTH |
26
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MAXAFFECT |
5
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MAX_INV_SIZE |
22
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MAX_EQ_SIZE |
4
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Cellsets
Cellsets
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CELLSET_WALLS
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CELLSET_FLOORS
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CELLSET_CORPSES
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Challenges
Challenges
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CHALLENGE_BERSERK
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CHALLENGE_MARKSMANSHIP
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CHALLENGE_SHOTGUNNERY
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CHALLENGE_LIGHTTRAVEL
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CHALLENGE_IMPATIENCE
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CHALLENGE_HASTE
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CHALLENGE_PURITY
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CHALLENGE_REDALERT
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CHALLENGE_CARNAGE
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CHALLENGE_MASOCHISM
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CHALLENGE_100
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CHALLENGE_PACIFISM
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CHALLENGE_HUMANITY
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Difficulty
Difficulty
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DIFF_EASY
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DIFF_MEDIUM
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DIFF_HARD
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DIFF_VERYHARD
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DIFF_NIGHTMARE
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PlayerRank
PlayerRank
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RANKEXP
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RANKSKILL
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Player Statistics
Player Statistics
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RANK_KILLTOTAL
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RANK_KILLMELEE
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RANK_KILLPISTOL
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RANK_LEVEL
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RANK_BADGE
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Equip Slots
Equip Slots
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SLOT_ARMOR
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SLOT_WEAPON
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SLOT_BOOTS
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SLOT_PREPARED
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Colors
Usually, it is possible to specify a foreground color and a background color. Since DoomRL uses 4 bit color, the lowest 4 bits determine the foreground color, and the next 4 bits determine the background color (zero is black). Occasionally, one of these may conflict with one of the special color constants. See Modding:Color for details.
Also, note that the exact color the end-user sees may depend on his system settings.
For the basic 16 colors, the valkyrie string coloring escape is noted.
Colors
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Color
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ID
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Valkyrie ID
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Looks Like
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BLACK
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0
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@D
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BLUE
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1
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@b
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GREEN
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2
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@g
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CYAN
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3
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@c
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RED
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4
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@r
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MAGENTA
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5
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@v
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BROWN
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6
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@n or @N
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LIGHTGRAY
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7
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@l
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DARKGRAY
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8
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@d
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LIGHTBLUE
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9
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@B
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LIGHTGREEN
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10
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@G
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LIGHTCYAN
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11
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@C
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LIGHTRED
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12
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@R
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LIGHTMAGENTA
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13
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@V
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YELLOW
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14
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@y or @Y
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WHITE
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15
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@L
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Colors
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Color
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ID
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Looks Like
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Comments
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MULTIBLUE
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17
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Missile only
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MULTIYELLOW
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18
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Missile only
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MULTIPORTAL
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20
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Map object only
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COLOR_WATER
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21
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Map object only
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COLOR_ACID
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22
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Map object only
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COLOR_LAVA
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23
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Map object only
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Flags
Generic Flags
Generic Flags
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F_OVERLAY
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This flag is related to the graphical version.
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Empty Flags
Empty flags are used with various functions to control the selection of random coords.
Empty Flags
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EF_NOITEMS
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Excludes cells that contain an item.
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EF_NOBEINGS
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Excludes cells that contain a being.
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EF_NOBLOCK
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Excludes cells that block movement (CF_BLOCKMOVE).
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EF_NOVISION
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Excludes cells that block vision (CF_BLOCKLOS).
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EF_NOSTAIRS
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Excludes stairs (cells with an OnExit hook).
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EF_NOTELE
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Excludes cells with a teleporter (an item with ITEMTYPE_TELE).
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EF_NOHARM
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Excludes hazardous cells (CF_HAZARD).
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EF_NOSAFE
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Excludes cells that are too near to the player (currently the threshold is less than or equal to distance of 5).
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EF_NOSPAWN
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Excludes cells with LF_NOSPAWN.
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